DkSharktooth Posted May 25, 2013 Share Posted May 25, 2013 (edited) The Merc stun and knockback have very slow activation time and sometimes fail to fire. I can't tell you how many times my knockback goes on cooldown, i die, and the enemy doesn't get knocked back. I use my stun and it fires 1 second later or I try to stun enemy before I die and instead get killed then stun the enemy almost at the same time. Sometimes the knockback even fails to work on enemies standing still, I think this is due to the fact that the merc has to jump in the air first before activating their push knockback. Edit: Video proof of knockback failure, this is very dominant on voidstar bridge areas on targets with no resolve: http://www.twitch.tv/skillxx/c/2341465 Edited May 30, 2013 by DkSharktooth Link to comment Share on other sites More sharing options...
Phrase Posted May 25, 2013 Share Posted May 25, 2013 I've noticed this too, but I'd always attributed it to full resolve or immunity CDs like resilience. Link to comment Share on other sites More sharing options...
DkSharktooth Posted May 26, 2013 Author Share Posted May 26, 2013 (edited) I've noticed this too, but I'd always attributed it to full resolve or immunity CDs like resilience. I don't use stuns or knockbacks on full resolve targets. The knockback issue is mainly at voidstar bridge at the beginning and end of the bridge, where there is an indentation. Knockbacks just fail to fire. Other times, the knockback just goes on cooldown without doing anything even if you are right next to your target. Edited May 26, 2013 by DkSharktooth Link to comment Share on other sites More sharing options...
Macroeconomics Posted May 26, 2013 Share Posted May 26, 2013 I don't have a problem with JetBoost triggering too slowly. But ElectroDart is simply retarded. The delay between the ability triggering and the dart actually hitting the target is immense. Basically your ElectroDart is moving slower than an enemy can sprint. For example, this makes it physically impossible to stun an enemy player moving across a Huttball firepit unless you trigger ElectroDart before the enemy player commits to crossing the fire pit. Link to comment Share on other sites More sharing options...
Feddot Posted May 26, 2013 Share Posted May 26, 2013 I have sometimes problems with knockback, too. Link to comment Share on other sites More sharing options...
Phrase Posted May 26, 2013 Share Posted May 26, 2013 (edited) I don't use stuns or knockbacks on full resolve targets. The knockback issue is mainly at voidstar bridge at the beginning and end of the bridge, where there is an indentation. Knockbacks just fail to fire. Other times, the knockback just goes on cooldown without doing anything even if you are right next to your target. Didn't mean to imply it was a L2P issue. Just providing my own anecdotal input. I had never considered that Jet Boost could be part of the ability delay bug, since I use the knockback predominantly to escape when I'm being focused by multiple melee. I had just assumed (perhaps incorrectly) that some of those melee either had their CC immunity up or were full resolve, since I don't always monitor everyone's resolve, etc. in those situations. Edited May 26, 2013 by Phrase Link to comment Share on other sites More sharing options...
DkSharktooth Posted May 30, 2013 Author Share Posted May 30, 2013 Added video proof of knockback failure in original post. Link to comment Share on other sites More sharing options...
HexDecimalUK Posted June 5, 2013 Share Posted June 5, 2013 i have mentioned this in the past, merc insta casts are so easy to block off of reflex, the worst is kolto missile or rather, mortar :? Link to comment Share on other sites More sharing options...
Recommended Posts